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[Release] Wicked AI 2.2.0


f3cuk

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I have a question for 2.1.4. Do the weapons spawn from loot table? And if so, do they take the spawn chance into factor? Can an edit be made to make it load from a custom table?

 

The reason i ask is because i want to add thermals with a small chance into the mission crates without adding a new type of crate and having to add a ridiculous amount of weapons to thin the chance of a thermal. Also, every attempt i have made at adding a box has been a fail lol. Just breaks all crates.

 

My theory= If i add the weapons i want into the loot table with a 0% chance of actually spawning in a building, they show up in a crate from time to time...

 

Sorry if this seems like a dumb question lol.

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Hi Guys. Just some feed back on this:

I have this running on my sever and mostly ok, A few times the mission AI kill each other (only a few) but if they kill each other too much missions wont complete as players cant kill the correct percentage needed ) only if I lower to 20-30% missions seem to be ok. 

 

Also are you or can you add a way to Spawn AI via a trigger area (similar to DZAI) and then de-spawn when players leave the area (this is a real problem) for setting up a  few static spawns around the map. 

 

RPG guys do fire at players in armed vehicle But when I have Static gunners using SPG9 they shoot players walking as well as vehicles not sure if this is intended ?

 

Nice work and thanks for the updates

 

MegaZ

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Error with latest beta version :

17:07:01 Error in expression <tion = wai_mission_data select _mission select 3;
};

{
_x setVariable ["Aggress>
17:07:01   Error position: <select 3;
};

{
_x setVariable ["Aggress>
17:07:01   Error select: Type Number, expected Array,Config entry
17:07:01 File z\addons\dayz_server\WAI\compile\hero_behaviour.sqf, line 14
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Need help and i know i may have missed it, but so many post.. i want to make a heli patrol. do i use the first one or the second one, examples below 

Not sure of the first line:Custom Chopper Patrol spawn Eg.

 

example 1

 
Custom Chopper Patrol spawn Eg.
[
[725.391,4526.06,0], // Position to patrol
[0,0,0], // Position to spawn chopper at
2000, // Radius of patrol
10, // Number of waypoints to give
"UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;
 
example 2
[
[725.391,4526.06,0], // Position to patrol
[0,0,0], // Position to spawn chopper at
2000, // Radius of patrol
10, // Number of waypoints to give
"UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;
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I have a question for 2.1.4. Do the weapons spawn from loot table? And if so, do they take the spawn chance into factor? Can an edit be made to make it load from a custom table?

 

The reason i ask is because i want to add thermals with a small chance into the mission crates without adding a new type of crate and having to add a ridiculous amount of weapons to thin the chance of a thermal. Also, every attempt i have made at adding a box has been a fail lol. Just breaks all crates.

 

My theory= If i add the weapons i want into the loot table with a 0% chance of actually spawning in a building, they show up in a crate from time to time...

 

Sorry if this seems like a dumb question lol.

 

Checkout config.sqf, everything is customizable.

 

Hi Guys. Just some feed back on this:

I have this running on my sever and mostly ok, A few times the mission AI kill each other (only a few) but if they kill each other too much missions wont complete as players cant kill the correct percentage needed ) only if I lower to 20-30% missions seem to be ok. 

 

Also are you or can you add a way to Spawn AI via a trigger area (similar to DZAI) and then de-spawn when players leave the area (this is a real problem) for setting up a  few static spawns around the map. 

 

RPG guys do fire at players in armed vehicle But when I have Static gunners using SPG9 they shoot players walking as well as vehicles not sure if this is intended ?

 

Nice work and thanks for the updates

 

MegaZ

 

About the AI triggers, i think someone has showed how to somewhere in this topic. What we did on the latest Beta is not giving the AI any intelligence until a player is inside a X meter radius from the mission. In theory this should help server performance. The static guns are both anti-material and anti-personnel, they are supposed to both target vehicles and players.

 

 

Error with latest beta version :

17:07:01 Error in expression <tion = wai_mission_data select _mission select 3;
};

{
_x setVariable ["Aggress>
17:07:01   Error position: <select 3;
};

{
_x setVariable ["Aggress>
17:07:01   Error select: Type Number, expected Array,Config entry
17:07:01 File z\addons\dayz_server\WAI\compile\hero_behaviour.sqf, line 14

 

Thanks for reporting, i'll look into it.

 

 

Need help and i know i may have missed it, but so many post.. i want to make a heli patrol. do i use the first one or the second one, examples below 

Not sure of the first line:Custom Chopper Patrol spawn Eg.

 

example 1

 
Custom Chopper Patrol spawn Eg.
[
[725.391,4526.06,0], // Position to patrol
[0,0,0], // Position to spawn chopper at
2000, // Radius of patrol
10, // Number of waypoints to give
"UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;
 
example 2
[
[725.391,4526.06,0], // Position to patrol
[0,0,0], // Position to spawn chopper at
2000, // Radius of patrol
10, // Number of waypoints to give
"UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;

 

 

Both look the same to me..

 

Are the bugs that the NPCs doesnt use Launchers and The Missions arent completeable removed in the new beta?

 

To clarify, this was not a bug. This had to do with the missions needed custom setting up in order to comply with the new AT/AA options, which you had to yourself (has been explained how to).

 

But yes, we did make them lazy-friendly in this update.

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Hi f3cuk you did post a spawn for the AI on page 54 link 

But this will only spawn the AI and they stay till server restart, Needs something to make them de-spawn when players are no longer in the area Thanks again

MegaZ

 

Your code from page 54:

 

_position     = [0,0,0]; // coords center of the mission

_start         = false;

waitUntil{

    {

        if((isPlayer _x) && (_x distance _position <= 1500)) then {

            _start = true

        };

    } count playableUnits;

    (_start)

};

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Is there anyway to reduce the amount of A.I in each mission?

 

_rndnum = (2 + round (random 4));

[[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],3,"Random","Hero","Random","Hero",_mission] call spawn_group;
 

Two ways to change it, delete the first line above and replace the _rndnum with a fixed value in the second line.

 

Or you can change the first line to produce a lower random number. Right now it is picking a random value between 0-4 and adding 2 to it.

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Ok guys... Just need a little help.

Updated to the latest version here, been running WAi for a long time, but now on server load in , we are hanging at the loading screen. Can hear the sounds and movement, but loading screen stays up. no errors in the rpt, and WAi is showing to load up fine.. Any suggestions??

 

if (!isDedicated) then {

//Conduct map operations

0 fadeSound 0;

waitUntil {!isNil "dayz_loadScreenMsg"};

dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");

ExecVM "TradeFromVehicle Version 2.0\setup\init.sqf";

execVM "service_point\service_point.sqf";

//Run the player monitor

_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];

_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";

//Lights

//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";

_nil = [] execVM "custom\remote_message\remote_message.sqf";

};

//Start Dynamic Weather

execVM "DynamicWeatherEffects.sqf";

#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf";

[] execVM "SafeZone.sqf";

Server Monitor below

[] ExecVM "\z\addons\dayz_server\WAI\init.sqf";

[] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";

allowConnection = true;

sm_done = true;

publicVariable "sm_done";

};

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Ok guys... Just need a little help.

Updated to the latest version here, been running WAi for a long time, but now on server load in , we are hanging at the loading screen. Can hear the sounds and movement, but loading screen stays up. no errors in the rpt, and WAi is showing to load up fine.. Any suggestions??

 

if (!isDedicated) then {

//Conduct map operations

0 fadeSound 0;

waitUntil {!isNil "dayz_loadScreenMsg"};

dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");

ExecVM "TradeFromVehicle Version 2.0\setup\init.sqf";

execVM "service_point\service_point.sqf";

//Run the player monitor

_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];

_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";

//Lights

//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";

_nil = [] execVM "custom\remote_message\remote_message.sqf";

};

//Start Dynamic Weather

execVM "DynamicWeatherEffects.sqf";

#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf";

[] execVM "SafeZone.sqf";

Server Monitor below

[] ExecVM "\z\addons\dayz_server\WAI\init.sqf";

[] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";

allowConnection = true;

sm_done = true;

publicVariable "sm_done";

};

 

try this way 

 

allowConnection = true;

[] call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf";

[] ExecVM "\z\addons\dayz_server\WAI\init.sqf";

[] ExecVM "\z\addons\dayz_server\DZMSHotSpots\DZMSHotSpotsInit.sqf";

[] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";

sm_done = true;

publicVariable "sm_done";

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try this way 

 

allowConnection = true;

[] call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf";

[] ExecVM "\z\addons\dayz_server\WAI\init.sqf";

[] ExecVM "\z\addons\dayz_server\DZMSHotSpots\DZMSHotSpotsInit.sqf";

[] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";

sm_done = true;

publicVariable "sm_done";

Thanks for the reply.

I found the issue. The file name association of the radio_message.

According to the install information it refers to radio_message/radio_message.sqf

but the file is radio/radio.sqf

that was the issue.

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The Ai used Launchers on my test. Actually only one had it, and it was a Javelin, and busted my tail. Thinking about adding the chance of more than one to have them.

Also the Patrol test for chopper worked without a hitch. Just set one up, 8000 meter patrol area, 20 waypoints, and he was flying and looking. I would like suggestion on the types of

choppers I can use in patrols. is there a way to set a formation of like 3 together?

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what are the classnames you're using in the array in your config?

Sorry for the dely work and trying to figure out another problem as to why my AI no longer have a "Check Wallet" feature.

 

But here is what I added to the array...

ai_wep_assault = [["M16A4_ACG","30Rnd_556x45_Stanag"],["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],["M8_sharpshooter","30Rnd_556x45_Stanag"],["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"],["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],["M16A4","30Rnd_556x45_Stanag"],["m8_carbine","30Rnd_556x45_Stanag"],["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],["Sa58V_CCO_EP1","30Rnd_762x39_AK47"]]; // Assault

ai_wep_machine = [["RPK_74","75Rnd_545x39_RPK"],["MK_48_DZ","100Rnd_762x51_M240"],["M249_EP1_DZ","200Rnd_556x45_M249"],["Pecheneg_DZ","100Rnd_762x54_PK"],["M240_DZ","100Rnd_762x51_M240"],["PKT_2","100Rnd_762x54_PK"]]; // Light machine guns

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Checkout config.sqf, everything is customizable.

 

 Did not answer my question. I have checked it and not one gun is listed. I have edited it and it breaks every time. This is the only mission system that does this to me.

 

I just want to know where it picks the weapons that do spawn.

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I have a question for 2.1.4. Do the weapons spawn from loot table? And if so, do they take the spawn chance into factor? Can an edit be made to make it load from a custom table?

 

The reason i ask is because i want to add thermals with a small chance into the mission crates without adding a new type of crate and having to add a ridiculous amount of weapons to thin the chance of a thermal. Also, every attempt i have made at adding a box has been a fail lol. Just breaks all crates.

 

My theory= If i add the weapons i want into the loot table with a 0% chance of actually spawning in a building, they show up in a crate from time to time...

 

Sorry if this seems like a dumb question lol.

Not sure if this will actually help you as I am running beta v2.2.0, however for certain weapons that I want to be really rare I add them to the following line:

		crate_items_high_value		= ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit","DMR_DZ","BAF_AS50_scoped","SCAR_H_LNG_Sniper_SD"];

I'm not sure of the exact chance for these to appear, but in my testing I have only for one of these items in about 10 days worth of testing.

 

Another option I considered is to add a unit to a specific missions, e.g. the president/s mansion, and give that unit the weapon in question.

 

Hope that helps you.

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Hi guys. How to make a bot to have removed NVGoggles

For mission AI open up "WAI/compiles/spawn_group.sqf".

 

Around line 135 look for:

if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};

and change it to:

/*
if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};
*/

For static AI open up "WAI/compiles/spawn_static.sqf".

 

Around line 161 look for:

if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};

and change it to:

/*
if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};
*/

That will prevent AI from spawning with NVG's.

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Not sure if this will actually help you as I am running beta v2.2.0, however for certain weapons that I want to be really rare I add them to the following line:

		crate_items_high_value		= ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit","DMR_DZ","BAF_AS50_scoped","SCAR_H_LNG_Sniper_SD"];

I'm not sure of the exact chance for these to appear, but in my testing I have only for one of these items in about 10 days worth of testing.

 

Another option I considered is to add a unit to a specific missions, e.g. the president/s mansion, and give that unit the weapon in question.

 

Hope that helps you

Ill give it a try, thanks!

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Not sure if this will actually help you as I am running beta v2.2.0, however for certain weapons that I want to be really rare I add them to the following line:

		crate_items_high_value		= ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit","DMR_DZ","BAF_AS50_scoped","SCAR_H_LNG_Sniper_SD"];

I'm not sure of the exact chance for these to appear, but in my testing I have only for one of these items in about 10 days worth of testing.

 

Another option I considered is to add a unit to a specific missions, e.g. the president/s mansion, and give that unit the weapon in question.

 

Hope that helps you.

 

There is an option called "wai_high_value_chance" which defines the chance in percentage of a high value item being spawned inside that crate. Be wary though, only use items, tools/weapons/backpacks will not work and will generate an error. I'll work on making them a possibility in a future update.

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For mission AI open up "WAI/compiles/spawn_group.sqf".

 

Around line 135 look for:

if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};

and change it to:

/*
if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};
*/

For static AI open up "WAI/compiles/spawn_static.sqf".

 

Around line 161 look for:

if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};

and change it to:

/*
if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};
*/

That will prevent AI from spawning with NVG's.

Lol just could do so. Thank you

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For mission AI open up "WAI/compiles/spawn_group.sqf".

 

Around line 135 look for:

if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};

and change it to:

/*
if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};
*/

For static AI open up "WAI/compiles/spawn_static.sqf".

 

Around line 161 look for:

if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};

and change it to:

/*
if (sunOrMoon != 1) then {
      _unit addweapon "NVGoggles";
};
*/

That will prevent AI from spawning with NVG's.

Lol just could do so . Thank you. Not all of that will come below also stop working.I did like this

 

This file on_kill.sqf. It was like this

 

if(_unit hasWeapon "NVGoggles" && floor(random 100) < 20) then {
_unit removeWeapon "NVGoggles";
};
 
Do this

 

if(ai_clear_nvg) then {
_unit removeWeapon "NVGoggles";
};
 
and added to the config that's 
 
ai_clear_nvg                = true;
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